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About Ryan Hinnant

I’m a technical leader with over 10 years of experience building and scaling real-time interactive systems, technical audio pipelines, Unreal Engine workflows, and cross-functional production frameworks for large-scale entertainment technology.

My work sits at the intersection of audio technology, systems architecture, runtime performance, tooling, and team leadership. I specialize in turning complex creative and technical goals into scalable systems that teams can build with, iterate on, and ship reliably.

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While my foundation is technical audio, the work extends across broader real-time technology: implementation frameworks, content pipelines, low-latency systems, tooling, simulation-driven workflows, player feedback systems, and production-scale execution.

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I’m especially interested in technical leadership roles where real-time systems, human experience, performance, and scalable implementation all meet.

Professional Experience

2023 – Present
Epic Games
Technical Audio Director

2018 – 2023
Epic Games
Sr. Technical Sound Designer

2018 – 2023
Epic Games
Capture Technician

2016 – 2017
Boss Key Productions
Asst. Technical Sound Designer

  • Lead technical audio strategy, implementation, and production support across Fortnite initiatives and connected ecosystem experiences.

  • Drive cross-disciplinary collaboration with audio, design, VFX, UI, engineering, production, and external partners to deliver scalable, high-quality player-facing audio systems.

  • Build and improve workflows, tools, and pipelines using Unreal Engine, MetaSounds, and Niagara to increase implementation speed, reduce manual overhead, and improve team efficiency.

  • Develop scalable systems supporting cosmetics, vehicles, movement systems, music, ambience, NPCs, VO, and gameplay-driven audio features.

  • Establish standards, review practices, and sustainable processes for technical audio delivery, helping teams move faster while maintaining quality.

  • Mentor technical audio designers and contractors through coaching, growth support, onboarding, and day-to-day technical guidance.

  • Contribute to hiring, organizational development, and cross-team planning to strengthen technical audio capability across multiple initiatives.

  • Designed and implemented interactive audio systems using Unreal Engine tools, Blueprint scripting, and production-ready technical workflows.

  • Partnered with sound designers, gameplay designers, production, and engineering teams to deliver immersive, responsive audio experiences across large-scale game development cycles.

  • Built user-friendly implementation systems that improved workflow efficiency and supported a wide range of gameplay, content, and live production needs.

  • Helped evolve technical audio practices through systems thinking, troubleshooting, workflow design, and scalable implementation patterns.

  • Supported real-time content delivery through technical problem solving, bug resolution, and close collaboration with cross-disciplinary teams.

  • Developed virtual camera tools and supporting workflows for Unreal Engine-based capture and cinematic production.

  • Built UI components and engine tools for special projects, trailer workflows, cinemagraphs, and real-time capture pipelines.

  • Supported render and cinematic production through technical tool development, troubleshooting, and collaboration with capture, creative, and production teams.

  • Prepared, edited, and mixed audio assets for implementation and final delivery.

  • Implemented audio using Wwise and Unreal Engine 4 workflows.

  • Reported, troubleshot, and resolved audio bugs in support of AAA production needs.

  • Collaborated across audio, design, and production teams to ensure accurate and timely audio integration.

2014 – 2016
Trailblazer Studios
Audio Engineer / Video Editor

  • Designed sound effects and Foley for video, film, and broadcast projects.

  • Synced, edited, and mixed audio for post-production and final delivery workflows.

  • Edited and prepared video content for network airing and online finishing.

  • Supported end-to-end production through both audio and video post-production workflows.

Education

Barton College — B.S., Mass Communications

Wake Technical Community College — Certificate, Programming for Game Development

 

© 2026 by Ryan Hinnant. All rights reserved.

 

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